Mario has arrived on iOS!
When Nintendo first announced they were going to finally develop games for mobile devices, a lot of fans were leery. Sure, Nintendo is known for making quality products, but the state of mobile gaming right now is… well, it’s not always great. The most popular (and profitable) games are of the “freemium” model, which means the game itself is free, but if the user wants to get all the options and features (or simply not wait for the cooldown timer to expire before they can play again), they must fork over real cash for items or in-game premium currency.
Super Mario Run thankfully does not follow this model. The game basically goes with the old school demo model, giving gamers a free taste of the game for free (an intro/tutorial and the first three levels of World Tour mode) before asking them to pay up for the rest of the game. Which leads us into our first bit of info.
The game costs $9.99, or your regional equivalent (it cost us $13.99 here in Canada, curse you weak Canadian dollar!). But that’s it. You get the whole game and all its features for the one-time purchase price. Ya know, like games used to be sold? There are no microtransactions of coins or gems or any of that other garbage that plagues other mobile games. You might think that’s expensive for a mobile game, but if you’ve ever purchased digital items in another game, it’s really not that pricey (we sadly admit to buying multiple rounds of Pokecoins to exchange them for egg incubators in Pokemon Go).